Tag Archives: Magic Items

What is Magic? How does it work?

I was trying to figure out how (in 4th and 5th edition Dungeons and Dragons) a character could learn all there was to know about a magic item by simply examining it for an hour. This wasn’t possible in earlier editions. You could only learn about an item by trial and error or by some magical means. It is only now coming up because I never played 4th edition, and this is the first time I have been the DM running a 5th edition game.

After a lot of research (Google is my friend) I finely came to the realization that the nature of magic has changed. To make logical sense out of it all (assuming you can apply logic to the rules of magic in a fantasy game), this is what I came up with.

Nothing below is official. It simply represents my ideas and house rules.

The Source of Magic

Behind reality as the player-characters know it, there is a sort of internal “skeleton”, over which reality exists like skin atop muscle and bone. This “skeleton” can best be envisioned as an unseen essence that pervades all parts of the multiverse, directly linking everything to every other thing. This is the source of all magic. When you cast a spell, you actually create a specific alteration in the local essence, which then causes the spell effect you wanted in the ‘real’ world. Some call this essence “Mana”. In the Forgotten Realms it is called the “Weave”. If the Weave in an area is damaged or destroyed, magic is unreliable or impossible – that’s what creates Wild Magic and Dead Magic zones in the Realms.

All the physical laws of the universe are simply reflections of the true, background laws that govern this universal essence. The average person can only perceive normal reality, but some creatures are born with the ability to sense the universal essence.

All magic-using beings share an innate ability to manipulate the essence. Likewise, almost all those “gifted” with these abilities must receive training in arcane (wizardly) or divine (clerical) magic in order to learn how to manipulate the essence with finesse.

Bards learn that words and music are not just vibrations of air, but vocalizations with power all their own. They learn to untangle and reshape the essence in harmony with their wishes and music.

Clerics and Paladins are conduits for Divine magic, the power of the gods. Divine casting is done by channeling the essence provided by their deities and forming spells out of that.

Druids and Rangers revere nature above all, and can draw essence from the land, gaining their spells and other magical powers either from the essence that flows through nature itself or from a nature deity.

Monks make careful study of the essence that flows through living bodies. Most monastic traditions call this ki.

Sorcerers learn to harness and channel their own inborn magical abilities. They gather the essence to them from force of will.

Warlocks receive their magical abilities from a pact they made with an otherworldly being. This is similar to the way gods channel essence through divine casters.

Wizards create elaborate mental structures within the mazes of their own minds, traps which funnel magical essence like a roof collects rainwater for a barrel, stored and ready to be used over the course of a day.

Detecting Magic

This magical substructure to the universe, this unseen essence, can be manipulated by users of magic. It can sometimes be concentrated and placed inside a creature or object. Examples would include casting a spell on a creature to make it resistant to fire, or creating a ring of protection. These magic infused creatures or items emit a type of magical radiation. A creature with the ability to sense the universal essence can detect this magical glow, but it is invisible to all others without some magical way to detect it.

The “Detect Magic” spell:

Magical radiation is similar to light in that it is dimmer the farther you are from it. It can pass through most objects, but is blocked from most forms of detection by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. For the magic radiation to be strong enough to be detected by the “detect magic” spell, you must be within 30 feet of the magic creature or item. If you sense magic in this way, you sense the presence of magic, but can’t determine in which direction, or how far away the magic item is. Anytime during the duration of the “detect magic” spell, you can take an action to see if there are any specific items or creatures within sight that you can identify as magical. You will see a faint aura around any visible creature or object in the area that bears magic. If you don’t see an aura around anything, then the magic that you sense must be out of sight. It could be one or more items or creatures that are invisible or hidden. For instance, they could be behind a door or in a box or under a secret panel in the floor. If you do not see it, you do not see the aura. This also means you cannot use this to locate invisible creatures or objects. Any aura detected can only be seen by the spellcaster. The color of the aura corresponds to the object’s school of magic. If the item has no particular school then the aura has no color. The brightness of the aura indicates the relative strength of the magic.

Unless the magic item is invisible, you can see it if it is within range but behind a transparent barrier, such as glass. You also perceive its magical aura. This includes potions that are in glass bottles. If the potion is in a container that is not see-through you will not see the aura unless you remove the cap and look directly at the potion.

Identifying Magic

If you were to touch a creature that possesses magic, you would not typically feel the magic. But if you were to hold a magic item for a few seconds (a round), you would feel the magical radiation generated by the item effecting your body and/or your mind in some way. The sensation will differ depending on the magic contained within the item. If you continue to hold the item and concentrate on it for a short rest, “At the end of the rest, the character learns the item’s properties, as well as how to use them.”

“Potions are an exception; a little taste is enough to tell the taster what the potion does.” You can’t hold a potion in your hand. The bottle isn’t magical, just the liquid it contains. You could stick your finger into it, and leave it there for an hour, but a drop on your tongue is much faster. A taste is not enough to receive the effects of the potion. If it is poison, a taste is not enough to do harm to the taster. When tasting it, the magic of the potion enters your body and instantly reveals its nature.

Magic items want you to know their properties! The magic is alive! Or, rather, it contains a life force. All life has magic flowing through it to some degree, and all magic has some degree of life flowing through it. This explains why some powerful magical items possess sentience. The item’s creator forced so much magical essence into the item that it became sentient. This also explains why magical essence tends to be attracted to living creatures (and sometimes to dead creatures). And why magic can create or destroy life.

The Identify Spell

This spell makes you more receptive to the magical essence of the item. To identify the magic in an object with this spell, you must remain in physical contact with it for at least 1 minute. “If it is a magic item or some other magic-imbued object, you learn its properties and how to use them” (That much is the same as you can get from examination alone. But with the spell you also learn) “, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.”

To use this spell to identify a potion still requires one minute, but you must come into physical contact with the potion, not just the bottle it is in. A drop on your tongue or on any spot on your exposed flesh is enough.

The identify spell won’t trigger a curse, but it also doesn’t tell you if an item is cursed. There is no easy way to know if an item is cursed except by trial and error. Even the legend lore spell may only hint that it may be cursed. The curse on an item may cause you to misidentify it.

The Alabaster Portal Key

How do you smoothly run a weekly game if there is a lot of turnover?

What if you have dedicated players, for the most part, but every week you don’t know how many will show up? Some may have to miss a session (or two or three). New players may show up and want to join the group. Existing players may need to drop out but may want to re-join the group in a few months.

I think that the best way to handle this will be to have every session end back at the tavern, or some other busy place, or back at their home base wherever that might be.

It solves most of the problems and creates some new ones. It solves any leveling-up in the midst of play problems, all leveling up will occur between sessions. It makes it easy to accommodate missing players, their PC simply doesn’t play but can play next session. It also makes adding new players easy, their character simply joins the group for the new session.

It also creates some problems. The first is how can you do that, especially when higher level characters may be traveling far and wide? Even low-levelcharacters that are adventuring close to home may have a problem leaving the dungeon and coming back in any reasonable time frame. It also restricts somewhat which adventures you can run. For example, any “ticking-clock” adventure where the characters must finish in a set time frame would be hard to run. Also, you couldn’t stop an adventure in the middle of an encounter, which isn’t a big problem, but it does limit you somewhat.

Here is how I propose would do this. Give the PCs a magical artifact (maybe the tavern owner gives it to them or they save a strangers life and he gives it to them). At first level, they take this with them and when they activate it, they are all returned to the tavern. When activated again, it returns them to wherever they were before.

To introduce it into an existing campaign, the PCs could find it wherever they are adventuring. When activated it sends them to the tavern. The tavern owner can be a sympathetic NPC who lets them continue to use it.

Here is an example of how this might work:

The owner of the tavern escorted us down the stairs to a large dusty basement. He then called for the crowd to gather around. He held up a large white chess piece and declared “One of you lucky people will be allowed to purchase this tonight. It is a magical key.”

“Have you ever been a long way from home and wished you had a way to return home quickly? With this magical key you can instantly return here any time you like. Just take it with you wherever you roam and when you want to return simply hold this key in your hand and say the magic words. It will open a magical doorway between wherever you are and this archway.” He pointed to an ancient arched doorway in the wall behind him. It was completely sealed by the same stone that made up the rest of the walls of this old chamber. “But wait, there’s more! If you want to go back to where you were, simply approach this archway with the key and say the magic words. It will open the doorway at the same location you left. You could take a long trip and return home to your warm bead each night. ”

At that point most of the crowd turned around and returned to the drinks, snickering and shaking their heads as they climbed back up the stairs.

To the few of us that remained, he said “You appear to be adventurers. Just consider the possibilities! Imagine you are cleaning out a dungeon. You have fought many monsters, defeated deadly traps and collected ancient treasures, but at the end of the day there are still other dungeon levels remaining to explore. With this key you could return here, sell or lock up your treasure, identify any magical items you may have found, replace any lost or broken weapons and amination, rest and heal your bodies. Then when you are ready you can return refreshed and resupplied. You could even recruit other adventurers to help if you need to and they could return with you. And if one or more of your party needs to stay behind while you return to the dungeon, the ones who return only need the key and the activation word.”

I asked, “What if we are being chased by monsters? How quickly could we open the doorways?”

“Well …” He swallowed hard and said, “You know this was never intended to be used as an escape from battle.”

“How long?”

“The magic word is really more of a ritual. It takes 10 minutes to activate the portal.”

“And what if we are being pursued? Can anyone pass through? How long does it stay open?”

”Well, yes any creature could pass through once it is open and it normally stays open for one minute. However, you can close it at any time by tapping the key on the side of the passageway.”

I thought about this for a minute and then said, “Okay, say we are in a dungeon, a patrol is approaching so we hide around a corner and use this to return here, are you saying that we could just wait here for a few minutes and, watching through the doorway, go back when the danger had passed?”

“Actually, no. I may have neglected to mention that you must wait until the next day, at least 8 hours, before you can return. Also, the two portals are filled with a mist so you won’t be able to see what is beyond.”

I asked, “So if we go from here to a dungeon we will have to wait 8 hours before we can return?”

“No, not at all. When you leave here you can stay as long as you like or you can return immediately. Or, I mean, after the 10 minute activation ritual.

“It is just that when you return here you must wait until the next day to return to the dungeon. And, even if it is the next day, you cannot return unless it has also been at least 8 hours. So you can come back here a little before midnight and return 8 hours later. If you return here after midnight, you will have to wait until after midnight the following day.”

I then asked, “What if I am in the dungeon and just need to store something we found, or retrieve something that I forgot? You say that the portal stays open for one minute. Could I open it and then quickly come here to pick up something and return? Or if someone is wounded, I could open the portal, let them run through and then close it behind them. If I understand what you have been telling me, I should be able to do that as often as I wanted to. As long as I am not on this side when I open the portal, I can open it whenever I want.”

He answered, “Yes you can do those things, however there is another restriction I forgot to mention. Each time you use the key to activate the portal, the key must pass through to the other side and remain there when the portal closes or it resets and can’t be used again for 24 hours.”

He smiled at me and said, “So, if you bring me the small sum of 5,000 gp tomorrow, this alabaster portal key will be yours and I will teach you the ritual required to activate it.”

Alabaster Portal Key

Wondrous item, artifact

This 3-inch tall alabaster statuette resembles a chess piece (a castle). Anyone who holds the key and knows the 10-minute activation ritual can activate the artifact. This person does not have to have any magical abilities. When activated, you create linked teleportation portals that remain open for the duration. Any creature or object entering either portal exits from the other portal as if the two were adjacent to each other. One portal is the one named in the activation ritual, which is a specific existing 4 foot wide by 8 foot tall stone archway which becomes filled with mist. This stone archway and the portal key are two parts of the same artifact. If you are not within 10 feet of the stone archway, the other portal is created at a location you choose within 10 feet of you and resembles a glowing arched gateway the same size as the stone archway. It is also filled with mist. If the key is activated when you are within 10 feet of the stone archway, it opens a portal in that archway and opens the remote portal at its previous location, allowing return travel to the point where that portal was last created.

The portals remain for one minute or you can close the portals early by touching the key to the side of either portal.

When within 10 feet of the stone archway, the key cannot be used to activate the portal until the day following its last use and at least 8 hours have passed. Otherwise, when not near the stone archway, the key can be used at any time.

The key must pass through the portal and be on the opposite side when the portal closes or it can’t be opened again for 24 hours.

I would like to hear your thoughts on this topic (or on this artifact).

MAGIC ITEMS ON THE BODY
• One headband, hat, helmet, or phylactery on the head
• One pair of eye lenses or goggles on or over the eyes
• One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
• One vest, vestment, or shirt on the torso
• One robe or suit of armor on the body (over a vest, vestment, or shirt)
• One belt around the waist (over a robe or suit of armor)
• One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
• One pair of bracers or bracelets on the arms or wrists
• One glove, pair of gloves, or pair of gauntlets on the hands
• One ring on each hand (or two rings on one hand)
• One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.

Table: Armor and Shields

Item

Base Price

+1 shield

1,000 gp

+1 armor

1,000 gp

+2 shield

4,000 gp

+2 armor

4,000 gp

+3 shield

9,000 gp

+3 armor

9,000 gp

+4 shield

16,000 gp

+4 armor

16,000 gp

+5 shield

25,000 gp

+5 armor

25,000 gp

Table: Armor Type

Armor

Armor Cost1

Padded

+155 gp

Leather

+160 gp

Studded leather

+175 gp

Chain shirt

+250 gp

Hide

+165 gp

Scale mail

+200 gp

Chainmail

+300 gp

Breastplate

+350 gp

Splint mail

+350 gp

Banded mail

+400 gp

Half-plate

+750 gp

Full plate

+1,650 gp

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Table: Shield Type

Shield

Shield Cost1

Buckler

+165 gp

Shield, light, wooden

+153 gp

Shield, light, steel

+159 gp

Shield, heavy, wooden

+157 gp

Shield, heavy, steel

+170 gp

Shield, tower

+180 gp

1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Table: Weapons

Weapon Bonus

Base Price1

+1

2,000 gp

+2

8,000 gp

+3

18,000 gp

+4

32,000 gp

+5

50,000 gp

1 This price is for 50 arrows, crossbow bolts, or sling bullets.

Table: Common Melee Weapons

Weapon

Weapon Cost1

Dagger

+302 gp

Greataxe

+320 gp

Greatsword

+350 gp

Kama

+302 gp

Longsword

+315 gp

Mace, light

+305 gp

Mace, heavy

+312 gp

Nunchaku

+302 gp

Quarterstaff2

+600 gp

Rapier

+320 gp

Scimitar

+315 gp

Shortspear

+302 gp

Siangham

+303 gp

Sword, bastard

+335 gp

Sword, short

+310 gp

Waraxe, dwarven

+330 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Uncommon Weapons

Weapon

Weapon Cost1

Axe, orc double2

+660 gp

Battleaxe

+310 gp

Chain, spiked

+325 gp

Club

+300 gp

Crossbow, hand

+400 gp

Crossbow, repeating

+550 gp

Dagger, punching

+302 gp

Falchion

+375 gp

Flail, dire2

+690 gp

Flail, heavy

+315 gp

Flail, light

+308 gp

Gauntlet

+302 gp

Gauntlet, spiked

+305 gp

Glaive

+308 gp

Greatclub

+305 gp

Guisarme

+309 gp

Halberd

+310 gp

Halfspear

+301 gp

Hammer, light

+301 gp

Handaxe

+306 gp

Lance

+310 gp

Longspear

+305 gp

Morningstar

+308 gp

Net

+320 gp

Pick, heavy

+308 gp

Pick, light

+304 gp

Ranseur

+310 gp

Sap

+301 gp

Scythe

+318 gp

Shuriken

+301 gp

Sickle

+306 gp

Sword, two-bladed2

+700 gp

Trident

+315 gp

Urgrosh, dwarven2

+650 gp

Warhammer

+312 gp

Whip

+301 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.

Table: Common Ranged Weapons

Weapon

Weapon Cost1

Arrows (50)

+350 gp

Bolts, crossbow (50)

+350 gp

Bullets, sling (50)

+350 gp

Axe, throwing

+308 gp

Crossbow, heavy

+350 gp

Crossbow, light

+335 gp

Dart

+300 gp 5 sp

Javelin

+301 gp

Shortbow

+330 gp

Shortbow, composite (+0 Str bonus)

+375 gp

Shortbow, composite (+1 Str bonus)

+450 gp

Shortbow, composite (+2 Str bonus)

+525 gp

Sling

+300 gp

Longbow

+375 gp

Longbow, composite

+400 gp

Longbow, composite (+1 Str bonus)

+500 gp

Longbow, composite (+2 Str bonus)

+600 gp

Longbow, composite (+3 Str bonus)

+700 gp

Longbow, composite (+4 Str bonus)

+800 gp

1 Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

Table: Potions and Oils

Potion or Oil

Market Price

Cure light wounds (potion)

50 gp

Endure elements (potion)

50 gp

Hide from animals (potion)

50 gp

Hide from undead (potion)

50 gp

Jump (potion)

50 gp

Mage armor (potion)

50 gp

Magic fang (potion)

50 gp

Magic stone (oil)

50 gp

Magic weapon (oil)

50 gp

Pass without trace (potion)

50 gp

Protection from (alignment) (potion)

50 gp

Remove fear (potion)

50 gp

Sanctuary (potion)

50 gp

Shield of faith +2 (potion)

50 gp

Shillelagh (oil)

50 gp

Bless weapon (oil)

100 gp

Enlarge person (potion)

250 gp

Reduce person (potion)

250 gp

Aid (potion)

300 gp

Barkskin +2 (potion)

300 gp

Bear’s endurance (potion)

300 gp

Blur (potion)

300 gp

Bull’s strength (potion)

300 gp

Cat’s grace (potion)

300 gp

Cure moderate wounds (potion)

300 gp

Darkness (oil)

300 gp

Darkvision (potion)

300 gp

Delay poison (potion)

300 gp

Eagle’s splendor (potion)

300 gp

Fox’s cunning (potion)

300 gp

Invisibility (potion or oil)

300 gp

Lesser restoration (potion)

300 gp

Levitate (potion or oil)

300 gp

Misdirection (potion)

300 gp

Owl’s wisdom (potion)

300 gp

Protection from arrows 10/magic (potion)

300 gp

Remove paralysis (potion)

300 gp

Resist energy (type) 10 (potion)

300 gp

Shield of faith +3 (potion)

300 gp

Spider climb (potion)

300 gp

Undetectable alignment (potion)

300 gp

Barkskin +3 (potion)

600 gp

Shield of faith +4 (potion)

600 gp

Resist energy (type) 20 (potion)

700 gp

Cure serious wounds (potion)

750 gp

Daylight (oil)

750 gp

Displacement (potion)

750 gp

Flame arrow (oil)

750 gp

Fly (potion)

750 gp

Gaseous form (potion)

750 gp

Greater magic fang +1 (potion)

750 gp

Greater magic weapon +1 (oil)

750 gp

Haste (potion)

750 gp

Heroism (potion)

750 gp

Keen edge (oil)

750 gp

Magic circle against (alignment) (potion)

750 gp

Magic vestment +1 (oil)

750 gp

Neutralize poison (potion)

750 gp

Nondetection (potion)

750 gp

Protection from energy (type) (potion)

750 gp

Rage (potion)

750 gp

Remove blindness/deafness (potion)

750 gp

Remove curse (potion)

750 gp

Remove disease (potion)

750 gp

Tongues (potion)

750 gp

Water breathing (potion)

750 gp

Water walk (potion)

750 gp

Barkskin +4 (potion)

900 gp

Shield of faith +5 (potion)

900 gp

Good hope (potion)

1,050 gp

Resist energy (type) 30 (potion)

1,100 gp

Barkskin +5 (potion)

1,200 gp

Greater magic fang +2 (potion)

1,200 gp

Greater magic weapon +2 (oil)

1,200 gp

Magic vestment +2 (oil)

1,200 gp

Protection from arrows 15/magic (potion)

1,500 gp

Greater magic fang +3 (potion)

1,800 gp

Greater magic weapon +3 (oil)

1,800 gp

Magic vestment +3 (oil)

1,800 gp

Greater magic fang +4 (potion)

2,400 gp

Greater magic weapon +4 (oil)

2,400 gp

Magic vestment +4 (oil)

2,400 gp

Greater magic fang +5 (potion)

3,000 gp

Greater magic weapon +5 (oil)

3,000 gp

Magic vestment +5 (oil)

3,000 gp

Table: Rings

Ring

Market Price

Protection +1

2,000 gp

Feather falling

2,200 gp

Sustenance

2,500 gp

Climbing

2,500 gp

Jumping

2,500 gp

Swimming

2,500 gp

Counterspells

4,000 gp

Mind shielding

8,000 gp

Protection +2

8,000 gp

Force shield

8,500 gp

Ram

8,600 gp

Climbing, improved

10,000 gp

Jumping, improved

10,000 gp

Swimming, improved

10,000 gp

Animal friendship

10,800 gp

Energy resistance, minor

12,000 gp

Chameleon power

12,700 gp

Water walking

15,000 gp

Protection +3

18,000 gp

Spell storing, minor

18,000 gp

Invisibility

20,000 gp

Wizardry (I)

20,000 gp

Evasion

25,000 gp

X-ray vision

25,000 gp

Blinking

27,000 gp

Energy resistance, major

28,000 gp

Protection +4

32,000 gp

Wizardry (II)

40,000 gp

Freedom of movement

40,000 gp

Table: Rods

Rod

Market Price

Metamagic, Enlarge, lesser

3,000 gp

Metamagic, Extend, lesser

3,000 gp

Metamagic, Silent, lesser

3,000 gp

Immovable

5,000 gp

Metamagic, Empower, lesser

9,000 gp

Metal and mineral detection

10,500 gp

Cancellation

11,000 gp

Metamagic, Enlarge

11,000 gp

Metamagic, Extend

11,000 gp

Metamagic, Silent

11,000 gp

Wonder

12,000 gp

Python

13,000 gp

Metamagic, Maximize, lesser

14,000 gp

Flame extinguishing

15,000 gp

Viper

19,000 gp

Enemy detection

23,500 gp

Metamagic, Enlarge, greater

24,500 gp

Metamagic, Extend, greater

24,500 gp

Metamagic, Silent, greater

24,500 gp

Splendor

25,000 gp

Withering

25,000 gp

Metamagic, Empower

32,500 gp

Thunder and lightning

33,000 gp

Metamagic, Quicken, lesser

35,000 gp

Scrolls:

To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
• The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
• The user must have the spell on his or her class list.
• The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
• A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
• Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
• Spell takes effect at some random location within spell range.
• Spell’s effect on the target is contrary to the spell’s normal effect.
• The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
• Some innocuous item or items appear in the spell’s area.
• Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.

Table: Arcane Spell Scrolls0-Level Arcane Spells

Spell

Market Price

acid splash

12 gp 5 sp

arcane mark

12 gp 5 sp

dancing lights

12 gp 5 sp

daze

12 gp 5 sp

detect magic

12 gp 5 sp

detect poison

12 gp 5 sp

disrupt undead

12 gp 5 sp

flare

12 gp 5 sp

ghost sound

12 gp 5 sp

know direction

12 gp 5 sp

light

12 gp 5 sp

lullaby

12 gp 5 sp

mage hand

12 gp 5 sp

mending

12 gp 5 sp

message

12 gp 5 sp

open/close

12 gp 5 sp

prestidigitation

12 gp 5 sp

ray of frost

12 gp 5 sp

read magic

12 gp 5 sp

resistance

12 gp 5 sp

summon instrument

12 gp 5 sp

touch of fatigue

12 gp 5 sp

1st-Level Arcane Spells

Spell

Market Price

alarm

25 gp

animate rope

25 gp

burning hands

25 gp

cause fear

25 gp

charm person

25 gp

chill touch

25 gp

color spray

25 gp

comprehend languages

25 gp

confusion, lesser

50 gp

cure light wounds

50 gp

detect secret doors

25 gp

detect undead

25 gp

disguise self

25 gp

endure elements

25 gp

enlarge person

25 gp

erase

25 gp

expeditious retreat

25 gp

feather fall

25 gp

grease

25 gp

hold portal

25 gp

hypnotism

25 gp

identify

125 gp

jump

25 gp

mage armor

25 gp

magic missile

25 gp

magic weapon

25 gp

mount

25 gp

magic aura

25 gp

obscuring mist

25 gp

protection from chaos/evil/good/law

25 gp

ray of enfeeblement

25 gp

reduce person

25 gp

remove fear

50 gp

shield

25 gp

shocking grasp

25 gp

silent image

25 gp

sleep

25 gp

summon monster I

25 gp

floating disk

25 gp

true strike

25 gp

undetectable alignment

50 gp

unseen servant

25 gp

ventriloquism

25 gp

2nd-Level Arcane Spells

Spell

Market Price

animal messenger

200 gp

animal trance

200 gp

arcane lock

175 gp

bear’s endurance

150 gp

blindness/deafness

150 gp

blur

150 gp

bull’s strength

150 gp

calm emotions

200 gp

cat’s grace

150 gp

command undead

150 gp

continual flame

200 gp

cure moderate wounds

200 gp

darkness

150 gp

darkvision

150 gp

daze monster

150 gp

delay poison

200 gp

detect thoughts

150 gp

disguise self

150 gp

eagle’s splendor

150 gp

enthrall

200 gp

false life

150 gp

flaming sphere

150 gp

fog cloud

150 gp

fox’s cunning

150 gp

ghoul touch

150 gp

glitterdust

150 gp

gust of wind

150 gp

hypnotic pattern

150 gp

invisibility

150 gp

knock

150 gp

phantom trap

200 gp

levitate

150 gp

locate object

150 gp

magic mouth

160 gp

acid arrow

150 gp

minor image

150 gp

mirror image

150 gp

misdirection

150 gp

obscure object

150 gp

owl’s wisdom

150 gp

protection from arrows

150 gp

pyrotechnics

150 gp

resist energy

150 gp

rope trick

150 gp

scare

150 gp

scorching ray

150 gp

see invisibility

150 gp

shatter

150 gp

silence

200 gp

sound burst

200 gp

spectral hand

150 gp

spider climb

150 gp

summon monster II

150 gp

summon swarm

150 gp

hideous laughter

150 gp

touch of idiocy

150 gp

web

150 gp

whispering wind

150 gp

3rd-Level Arcane Spells

Spell

Market Price

arcane sight

375 gp

blink

375 gp

clairaudience/clairvoyance

375 gp

cure serious wounds

525 gp

daylight

525 gp

deep slumber

375 gp

dispel magic

375 gp

displacement

375 gp

explosive runes

375 gp

fireball

375 gp

flame arrow

375 gp

fly

375 gp

gaseous form

375 gp

gentle repose

375 gp

glibness

525 gp

good hope

525 gp

halt undead

375 gp

haste

375 gp

heroism

375 gp

hold person

375 gp

illusory script

425 gp

invisibility sphere

375 gp

keen edge

375 gp

tiny hut

375 gp

lightning bolt

375 gp

magic circle against chaos/evil/good/law

375 gp

magic weapon, greater

375 gp

major image

375 gp

nondetection

425 gp

phantom steed

375 gp

protection from energy

375 gp

rage

375 gp

ray of exhaustion

375 gp

sculpt sound

525 gp

secret page

375 gp

sepia snake sigil

875 gp

shrink item

375 gp

sleet storm

375 gp

slow

375 gp

speak with animals

525 gp

stinking cloud

375 gp

suggestion

375 gp

summon monster III

375 gp

tongues

375 gp

vampiric touch

375 gp

water breathing

375 gp

wind wall

375 gp

4th-Level Arcane Spells

Spell

Market Price

animate dead

1,050 gp

arcane eye

700 gp

bestow curse

700 gp

charm monster

700 gp

confusion

700 gp

contagion

700 gp

crushing despair

700 gp

cure critical wounds

1,000 gp

detect scrying

700 gp

dimension door

700 gp

dimensional anchor

700 gp

enervation

700 gp

enlarge person, mass

700 gp

black tentacles

700 gp

fear

700 gp

fire shield

700 gp

fire trap

725 gp

freedom of movement

1,000 gp

geas, lesser

700 gp

globe of invulnerability, lesser

700 gp

hallucinatory terrain

700 gp

ice storm

700 gp

illusory wall

700 gp

invisibility, greater

700 gp

secure shelter

700 gp

locate creature

700 gp

minor creation

700 gp

modify memory

1,000 gp

neutralize poison

1,000 gp

resilient sphere

700 gp

phantasmal killer

700 gp

polymorph

700 gp

rainbow pattern

700 gp

mnemonic enhancer

700 gp

reduce person, mass

700 gp

remove curse

700 gp

repel vermin

1,000 gp

scrying

700 gp

shadow conjuration

700 gp

shout

700 gp

solid fog

700 gp

speak with plants

1,000 gp

stone shape

700 gp

stoneskin

950 gp

summon monster IV

700 gp

wall of fire

700 gp

wall of ice

700 gp

zone of silence

1,000 gp

5th-Level Arcane Spells

Spell

Market Price

animal growth

1,125 gp

baleful polymorph

1,125 gp

interposing hand

1,125 gp

blight

1,125 gp

break enchantment

1,125 gp

cloudkill

1,125 gp

cone of cold

1,125 gp

contact other plane

1,125 gp

cure light wounds, mass

1,625 gp

dismissal

1,125 gp

dispel magic, greater

1,625 gp

dominate person

1,125 gp

dream

1,125 gp

fabricate

1,125 gp

false vision

1,375 gp

feeblemind

1,125 gp

hold monster

1,125 gp

secret chest

1,125 gp

magic jar

1,125 gp

major creation

1,125 gp

mind fog

1,125 gp

mirage arcana

1,125 gp

mage’s faithful hound

1,125 gp

mage’s private sanctum

1,125 gp

nightmare

1,125 gp

overland flight

1,125 gp

passwall

1,125 gp

permanency

10,125 gp1

persistent image

1,125 gp

planar binding, lesser

1,125 gp

prying eyes

1,125 gp

telepathic bond

1,125 gp

seeming

1,125 gp

sending

1,125 gp

shadow evocation

1,125 gp

song of discord

1,625 gp

summon monster V

1,125 gp

symbol of pain

2,125 gp

symbol of sleep

2,125 gp

telekinesis

1,125 gp

teleport

1,125 gp

transmute mud to rock

1,125 gp

transmute rock to mud

1,125 gp

wall of force

1,125 gp

wall of stone

1,125 gp

waves of fatigue

1,125 gp

1 Includes experience point cost up to 2,000 XP.6th-Level Arcane Spells

Spell

Market Price

acid fog

1,650 gp

analyze dweomer

1,650 gp

animate objects

2,400 gp

antimagic field

1,650 gp

bear’s endurance, mass

1,650 gp

forceful hand

1,650 gp

bull’s strength, mass

1,650 gp

cat’s grace, mass

1,650 gp

chain lightning

1,650 gp

circle of death

2,150 gp

contingency

1,650 gp

control water

1,650 gp

create undead

2,350 gp

cure moderate wounds, mass

2,400 gp

disintegrate

1,650 gp

dispel magic, greater

1,650 gp

eagle’s splendor, mass

1,650 gp

eyebite

1,650 gp

find the path

2,400 gp

flesh to stone

1,650 gp

fox’s cunning, mass

1,650 gp

geas/quest

1,650 gp

globe of invulnerability

1,650 gp

guards and wards

1,650 gp

heroes’ feast

2,400 gp

heroism, greater

1,650 gp

legend lore

1,900 gp

mislead

1,650 gp

mage’s lucubration

1,650 gp

move earth

1,650 gp

freezing sphere

1,650 gp

owl’s wisdom, mass

1,650 gp

permanent image

1,650 gp

planar binding

1,650 gp

programmed image

1,675 gp

repulsion

1,650 gp

shadow walk

1,650 gp

stone to flesh

1,650 gp

suggestion, mass

1,650 gp

summon monster VI

1,650 gp

symbol of fear

2,650 gp

symbol of persuasion

6,650 gp

sympathetic vibration

2,400 gp

transformation

1,950 gp

true seeing

1,900 gp

undeath to death

2,150 gp

veil

1,650 gp

wall of iron

1,700 gp

7th-Level Arcane Spells

Spell

Market Price

arcane sight, greater

2,275 gp

banishment

2,275 gp

grasping hand

2,275 gp

control undead

2,275 gp

control weather

2,275 gp

delayed blast fireball

2,275 gp

instant summons

3,275 gp

ethereal jaunt

2,275 gp

finger of death

2,275 gp

forcecage

23775 gp

hold person, mass

2,275 gp

insanity

2,275 gp

invisibility, mass

2,275 gp

limited wish

3,775 gp1

mage’s magnificent mansion

2,275 gp

mage’s sword

2,275 gp

phase door

2,275 gp

plane shift

2,275 gp

power word blind

2,275 gp

prismatic spray

2,275 gp

project image

2,280 gp

reverse gravity

2,275 gp

scrying, greater

2,275 gp

sequester

2,275 gp

shadow conjuration, greater

2,275 gp

simulacrum

7,275 gp2

spell turning

2,275 gp

statue

2,275 gp

summon monster VII

2,275 gp

symbol of stunning

7,275 gp

symbol of weakness

7,275 gp

teleport object

2,275 gp

teleport, greater

2,275 gp

vision

2,775 gp

waves of exhaustion

2,275 gp

1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.8th-Level Arcane Spells

1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area.6th-Level Divine Spells

Spell

Market Price

animate objects

1,650 gp

antilife shell

1,650 gp

banishment

1,650 gp

bear’s endurance, mass

1,650 gp

blade barrier

1,650 gp

bull’s strength, mass

1,650 gp

cat’s grace, mass

1,650 gp

create undead

1,650 gp

cure moderate wounds, mass

1,650 gp

dispel magic, greater

1,650 gp

eagle’s splendor, mass

1,650 gp

find the path

1,650 gp

fire seeds

1,650 gp

forbiddance

4,650 gp1

geas/quest

1,650 gp

glyph of warding, greater

1,650 gp

harm

1,650 gp

heal

1,650 gp

heroes’ feast

1,650 gp

inflict moderate wounds, mass

1,650 gp

ironwood

1,650 gp

liveoak

1,650 gp

move earth

1,650 gp

owl’s wisdom, mass

1,650 gp

planar ally

2,400 gp

repel wood

1,650 gp

spellstaff

1,650 gp

stone tell

1,650 gp

summon monster VI

1,650 gp

summon nature’s ally VI

1,650 gp

symbol of fear

2,650 gp

symbol of persuasion

6,650 gp

transport via plants

1,650 gp

undeath to death

2,150 gp

wind walk

1,650 gp

word of recall

1,650 gp

1 Assumes an area equivalent to one 60-foot cube.7th-Level Divine Spells

Spell

Market Price

animate plants

2,275 gp

blasphemy

2,275 gp

changestaff

2,275 gp

control weather

2,275 gp

creeping doom

2,275 gp

cure serious wounds, mass

2,275 gp

destruction

2,275 gp

dictum

2,275 gp

ethereal jaunt

2,275 gp

holy word

2,275 gp

inflict serious wounds, mass

2,275 gp

refuge

3,775 gp

regenerate

2,275 gp

repulsion

2,275 gp

restoration, greater

4,775 gp

resurrection

12,275 gp

scrying, greater

2,275 gp

summon monster VII

2,275 gp

summon nature’s ally VII

2,275 gp

sunbeam

2,275 gp

symbol of stunning

7,275 gp

symbol of weakness

7,275 gp

transmute metal to wood

2,275 gp

word of chaos

2,275 gp

8th-Level Divine Spells

Spell

Market Price

animal shapes

3,000 gp

antimagic field

3,000 gp

cloak of chaos

3,000 gp

control plants

3,000 gp

create greater undead

3,600 gp

cure critical wounds, mass

3,000 gp

dimensional lock

3,000 gp

discern location

3,000 gp

earthquake

3,000 gp

finger of death

3,000 gp

fire storm

3,000 gp

holy aura

3,000 gp

inflict critical wounds, mass

3,000 gp

planar ally, greater

5,500 gp

repel metal or stone

3,000 gp

reverse gravity

3,000 gp

shield of law

3,000 gp

spell immunity, greater

3,000 gp

summon monster VIII

3,000 gp

summon nature’s ally VIII

3,000 gp

sunburst

3,000 gp

symbol of death

8,000 gp

symbol of insanity

8,000 gp

unholy aura

3,000 gp

whirlwind

3,000 gp

9th-Level Divine Spells

Spell

Market Price

antipathy

3,825 gp

astral projection

4,870 gp

elemental swarm

3,825 gp

energy drain

3,825 gp

etherealness

3,825 gp

foresight

3,825 gp

gate

8,825 gp

heal, mass

3,825 gp

implosion

3,825 gp

miracle

28,825 gp1

regenerate

3,825 gp

shambler

3,825 gp

shapechange

3,825 gp

soul bind

3,825 gp

storm of vengeance

3,825 gp

summon monster IX

3,825 gp

summon nature’s ally IX

3,825 gp

sympathy

5,325 gp

true resurrection

28,825 gp

1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.

Table: Staffs

Staff

Market Price

Charming

16,500 gp

Fire

17,750 gp

Swarming insects

24,750 gp

Healing

27,750 gp

Size alteration

29,000 gp

Illumination

48,250 gp

Frost

56,250 gp

Defense

58,250 gp

Table: Minor Wondrous Items

Item

Market Price

Feather token, anchor

50 gp

Universal solvent

50 gp

Elixir of love

150 gp

Unguent of timelessness

150 gp

Feather token, fan

200 gp

Dust of tracelessness

250 gp

Elixir of hiding

250 gp

Elixir of sneaking

250 gp

Elixir of swimming

250 gp

Elixir of vision

250 gp

Silversheen

250 gp

Feather token, bird

300 gp

Feather token, tree

400 gp

Feather token, swan boat

450 gp

Elixir of truth

500 gp

Feather token, whip

500 gp

Dust of dryness

850 gp

Bag of tricks, gray

900 gp

Hand of the mage

900 gp

Bracers of armor +1

1,000 gp

Cloak of resistance +1

1,000 gp

Phylactery of faithfulness

1,000 gp

Salve of slipperiness

1,000 gp

Elixir of fire breath

1,100 gp

Pipes of the sewers

1,150 gp

Dust of illusion

1,200 gp

Goggles of minute seeing

1,250 gp

Brooch of shielding

1,500 gp

Dust of appearance

1,800 gp

Hat of disguise

1,800 gp

Pipes of sounding

1,800 gp

Efficient quiver

1,800 gp

Amulet of natural armor +1

2,000 gp

Handy haversack

2,000 gp

Horn of fog

2,000 gp

Robe of bones

2,400 gp

Sovereign glue

2,400 gp

Bag of holding type I

2,500 gp

Boots of elvenkind

2,500 gp

Boots of the winterlands

2,500 gp

Candle of truth

2,500 gp

Cloak of elvenkind

2,500 gp

Eyes of the eagle

2,500 gp

Scarab, golembane

2,500 gp

Stone of alarm

2,700 gp

Bag of tricks, rust

3,000 gp

Bead of force

3,000 gp

Chime of opening

3,000 gp

Horseshoes of speed

3,000 gp

Rope of climbing

3,000 gp

Dust of disappearance

3,500 gp

Lens of detection

3,500 gp

Vestment, druid’s

3,750 gp

Figurine of wondrous power, silver raven

3,800 gp

Amulet of health +2

4,000 gp

Bracers of armor +2

4,000 gp

Cloak of Charisma +2

4,000 gp

Cloak of resistance +2

4,000 gp

Gauntlets of ogre power

4,000 gp

Gloves of arrow snaring

4,000 gp

Gloves of Dexterity +2

4,000 gp

Headband of intellect +2

4,000 gp

Ioun stone, clear spindle

4,000 gp

Restorative ointment

4,000 gp

Marvelous pigments

4,000 gp

Periapt of Wisdom +2

4,000 gp

Stone salve

4,000 gp

Circlet of persuasion

4,500 gp

Slippers of spider climbing

4,800 gp

Incense of meditation

4,900 gp

Bag of holding type II

5,000 gp

Bracers of archery, lesser

5,000 gp

Ioun stone, dusty rose prism

5,000 gp

Helm of comprehend languages and read magic

5,200 gp

Vest of escape

5,200 gp

Eversmoking bottle

5,400 gp

Sustaining spoon

5,400 gp

Boots of striding and springing

5,500 gp

Wind fan

5,500 gp

Amulet of mighty fists +1

6,000 gp

Horseshoes of a zephyr

6,000 gp

Pipes of haunting

6,000 gp

Gloves of swimming and climbing

6,250 gp

Bag of tricks, tan

6,300 gp

Circlet of blasting, minor

6,480 gp

Horn of goodness/evil

6,500 gp

Robe of useful items

7,000 gp

Boat, folding

7,200 gp

Cloak of the manta ray

7,200 gp

Bottle of air

7,250 gp

Bag of holding type III

7,400 gp

Periapt of health

7,400 gp

Table: Medium Wondrous Items

Item

Market Price

Boots of levitation

7,500 gp

Harp of charming

7,500 gp

Amulet of natural armor +2

8,000 gp

Golem manual, flesh

8,000 gp

Hand of glory

8,000 gp

Ioun stone, deep red sphere

8,000 gp

Ioun stone, incandescent blue sphere

8,000 gp

Ioun stone, pale blue rhomboid

8,000 gp

Ioun stone, pink and green sphere

8,000 gp

Ioun stone, pink rhomboid

8,000 gp

Ioun stone, scarlet and blue sphere

8,000 gp

Deck of illusions

8,100 gp

Candle of invocation

8,400 gp

Bracers of armor +3

9,000 gp

Cloak of resistance +3

9,000 gp

Decanter of endless water

9,000 gp

Necklace of adaptation

9,000 gp

Pearl of power, 3rd-level spell

9,000 gp

Talisman of the sphere

9,000 gp

Figurine of wondrous power, serpentine owl

9,100 gp

Strand of prayer beads, lesser

9,600 gp

Bag of holding type IV

10,000 gp

Figurine of wondrous power, bronze griffon

10,000 gp

Figurine of wondrous power, ebony fly

10,000 gp

Glove of storing

10,000 gp

Ioun stone, dark blue rhomboid

10,000 gp

Stone horse, courser

10,000 gp

Cape of the mountebank

10,080 gp

Gauntlet of rust

11,500 gp

Boots of speed

12,000 gp

Goggles of night

12,000 gp

Golem manual, clay

12,000 gp

Medallion of thoughts

12,000 gp

Pipes of pain

12,000 gp

Blessed book

12,500 gp

Belt, monk’s

13,000 gp

Gem of brightness

13,000 gp

Lyre of building

13,000 gp

Cloak of arachnida

14,000 gp

Stone horse, destrier

14,800 gp

Belt of dwarvenkind

14,900 gp

Periapt of wound closure

15,000 gp

Horn of the tritons

15,100 gp

Pearl of the sirines

15,300 gp

Figurine of wondrous power, onyx dog

15,500 gp

Amulet of health +4

16,000 gp

Belt of giant Strength +4

16,000 gp

Boots, winged

16,000 gp

Bracers of armor +4

16,000 gp

Cloak of Charisma +4

16,000 gp

Cloak of resistance +4

16,000 gp

Gloves of Dexterity +4

16,000 gp

Headband of intellect +4

16,000 gp

Pearl of power, 4th-level spell

16,000 gp

Periapt of Wisdom +4

16,000 gp

Scabbard of keen edges

16,000 gp

Figurine of wondrous power, golden lions

16,500 gp

Chime of interruption

16,800 gp

Broom of flying

17,000 gp

Figurine of wondrous power, marble elephant

17,000 gp

Amulet of natural armor +3

18,000 gp

Ioun stone, iridescent spindle

18,000 gp

Bracelet of friends

19,000 gp

Carpet of flying, 5 ft. by 5 ft.

20,000 gp

Horn of blasting

20,000 gp

Ioun stone, pale lavender ellipsoid

20,000 gp

Ioun stone, pearly white spindle

20,000 gp

Portable hole

20,000 gp

Stone of good luck (luckstone)

20,000 gp

Figurine of wondrous power, ivory goats

21,000 gp

Rope of entanglement

21,000 gp

Golem manual, stone

22,000 gp

Mask of the skull

22,000 gp

Mattock of the titans

23,348 gp

Circlet of blasting, major

23,760 gp

Amulet of mighty fists +2

24,000 gp

Cloak of displacement, minor

24,000 gp

Helm of underwater action

24,000 gp

Bracers of archery, greater

25,000 gp

Bracers of armor +5

25,000 gp

Cloak of resistance +5

25,000 gp

Eyes of doom

25,000 gp

Pearl of power, 5th-level spell

25,000 gp

Maul of the titans

25,305 gp

Strand of prayer beads

25,800 gp

Cloak of the bat

26,000 gp

Iron bands of binding

26,000 gp

Cube of frost resistance

27,000 gp

Helm of telepathy

27,000 gp

Periapt of proof against poison

27,000 gp

Robe of scintillating colors

27,000 gp

Manual of bodily health +1

27,500 gp

Manual of gainful exercise +1

27,500 gp

Manual of quickness in action +1

27,500 gp

Tome of clear thought +1

27,500 gp

Tome of leadership and influence +1

27,500 gp

Tome of understanding +1

27,500 gp

Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

Bag

Bag Weight

Contents Weight Limit

Contents Volume Limit

Market Price

Type I

15 lb.

250 lb.

30 cu. ft.

2,500 gp

Type II

25 lb.

500 lb.

70 cu. ft.

5,000 gp

Type III

35 lb.

1,000 lb.

150 cu. ft.

7,400 gp

Type IV

60 lb.

1,500 lb.

250 cu. ft.

10,000 gp

Carpet of Flying: This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

Size

Capacity

Speed

Weight

Market Price

5 ft. by 5 ft.

200 lb.

40 ft.

8 lb.

20,000 gp

5 ft. by 10 ft.

400 lb.

40 ft.

15 lb.

35,000 gp

10 ft. by 10 ft.

800 lb.

40 ft.

10 lb.

60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.

Ioun Stones: These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.
2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.
Regeneration from the pearly white ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).

Bag of Holding

As a house rule, a bag of holding weighs 1/2 pound, regardless of type or contents and appears, from the outside, to be about half full of something light-weight such as dried leaves.

If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move-equivalent action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

Bag Type

Longest Rod

Water

Weight Limit

Volume

Coins

Market Price

Type I

5 ft

30 gallons

250 lb.

30 cu. ft.

12,500

2,500 gp

Tye II

8 ft.

60 gallons

500 lb.

70 cu. ft.

25,000

5,000 gp

Type III

10 ft.

120 gallons

1,000 lb.

150 cu. ft.

50,000

7,400 gp

Type IV

12 ft.

180 gallons

1,500 lb.

250 cu. ft.

75,000

10,000 gp

Handy Haversack

It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material.

Location

Longest Rod

Water Capacity

Weight Limit

Volume

Coins

Side Pouch

1.5 ft.

2 gallons

20 lb.

2 cu. ft.

1,000

Central portion

3 ft.

9 gallons

80 lb.

8 cu.ft.

4,000

Portable Hole

From the portable hole description on page 264 of the Dungeon Master’s Guide:

When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. (See Suffocation, page 304.)

As described in the excerpt, the space inside a portable hole is a cylinder 6 feet wide and 10 feet deep, which contains about 280 cubic feet of space. That’s enough to hold about 100,000 standard coins or 2,100 gallons of water.

NOTE:

I would house rule that placing any item that contained a non-dimensional or extra-dimensional space into another one have a 60% chance to spill out into the astral plane. An exception to this would be rope trick, or any other magical space created for the purpose of providing refuge or shelter to PCs.